General Twinkletoes said:
Dude...
This is a few paragraphs short of THIRTY THOUSAND WORDS
AND YOU'RE NOT DONE YET
HOW!?
Take heart; I'm just about halfway done!
PART 6: A Saucerful of Secrets
We, the heroes, have a loooooong walk ahead of us. Yes, while great Yensan Sandsea before the Tomb of Raithwall consisted of the Ogir-Yensa and Nam-Yensa, the road to Archades' capital will see us depart from Nalbina Fortress through the Mosphoran Highwaste, the Salikawood, the Phon Coast, the Tchita Uplands, and the Sochen Cave Palace, with detours through the Nabreus Deadlands and the Necrohol of Nabudis itself if I feel like a badass, and I always feel like a badass.
After moving so very quickly for most of the game, the pace slows to a near crawl around this point. Know merely that a daunting length of time passed between that last paragraph and this next one; nothing of any note happens, save for one small but significant scene at a small camp in Phon Coast.
As the party stops for a short rest on the white-sand beach, Balthier stops to needle Ashe about her motives. She tells him that she's set on destroying the Imperial nethicite, but he isn't convinced. Rather, he thinks she's of a mind to take it as her own. After all, she could certainly rationalize it as helping out Dalmasca, road to hell paved with etc., etc...
She takes offense at his mocking tone, but he has a cautionary tale to share: about a man who came to love nethicite, babbling to himself about its majesty; who began to believe in some entity named 'Venat' whom no one else knew; who built a multitude of weapons and airships of greater and greater power in the name of researching the stone; who pushed Balthier into becoming a judge.
Ashe is shocked at that last point, but Balthier brushes her off. He speaks, of course, of Cidolfo Demen Bunansa: Dr. Cid, of Draklor Lab, Balthier's father. Le gasp! He begs her not to walk that same path. It was Cid's descent into slavery to the stone that drove him to run from life in Archadia, seeking freedom as a sky pirate. Yet it isn't lost on him how fate never let him out of its sight: he ran after a stone that turned out to be nethicite, got locked in with Ashe, and is now on his way back to Archades to confront his father about the stone itself.
Ashe spends a moment to reminisce, too, about a moment during her engagement to Rasler, standing on a high balcony of Rabanastre's palace with him. The marriage of Ashe to a Nabradian prince was seen as a marriage of convenience, useful for the political tie between the two nations. But they did dearly love each other, and, despite the sometimes-tiresome roles they had to play, each would rather be with no one but the other.
Back in the present, Balthier tells her she's too strong to become a tool of the stone like his father had been. She can only hope he is right.
Hey Balthier, would you consider a personal revelation about responsibility and not running from the past or fate or whatever as more valuable than a certain ring? No...? Oh well.
After two more areas and a couple of random bosses, we come to- oh. Oh no.
UUUUUUUuuuuuuuugggggggghhhhhhh. Archades.
This fucking town.
Archades. Everything about Archades sucks. Everything. To make it through the place, you have to engage in a very long, extremely pointless quest that consists of running through every zone talking to every NPC about four or five times each. Even if you use a guide to tell you exactly how to get through this quest, IT STILL TAKES THREE TIMES LONGER THAN IT SHOULD. Archades has way too much brown in what would otherwise be a very pretty place (in a game that's otherwise beautiful), and the music is no real consolation either (in a game that otherwise has fan-fucking-tastic music).
I know they're trying to give the player a break from combat and running through the wilderness, but this is like taking a break from a long drive by sorting through the gum under the tables of a truck stop diner, picking them up in a particular order, then eating them in turn. And why do we do this?
Well, the first time, to start a fight, to distract some guards, to slip by the wide, open pathway they were guarding. We absolutely could not do this by bribing one of the starving, desperate lowlifes of the lower city to punch one of the guards and then run off. Hell, we couldn't even bribe the GUARDS. But of course not; I'm sure they're paid so handsomely and respected by everyone they meet. We couldn't, I don't know, cast a silence spell on the pair of them and visit the kind of suffering on them that legends are written about.
No, from here until Draklor we're operating on Adventure Game Logic. Our mission now is to take a cab. Oh! Well that's actually simple. Except, we have to have a special seal that marks us as a big shot before he'll take us to the nice part of town. How much are cab drivers paid again? What would a suitable bribe be? Is it less than half a million gil? Because I've got about that much, and I would pay EVERY FUCKING PENNY to skip this shit. Oh, they tell us: without a chop, it's a million fucking gil. Can I buy a bike, too, you fucking prick? In order to get the sandalwood chop we need, we need a bunch of pine chops to trade up for it. How does one get pine chops? Like a fucking boy scout getting a handful of goddamn merit badges, that's how.
If you're waiting for me to explain why it makes sense that we need to collect fucking thank-you cards to Horadric Cube them into a bus pass, well you're in the same boat as me because I waited for the fucking game to tell me and it never goddamn did. Doing so will not be quick, and it will not be fun. Nooooo, sir, not either, and not by a long shot.
Essentially, there are a bunch of NPC's with problems, the likes of which are so mundane and uninteresting that I would not dare document them, for fear that I would age several years in the few moments it took to type them. And corresponding with each one is someone who can solve that problem, whom you must find for them. You can only 'hold' one problem at a time, though, because Vaan stood in the sun too often as a kid and his brain has gone a bit soft; you cannot just jot them all down in your notebook, and then find all the people you need in a sweep. No, you must track down Nameless, Faceless NPC With a Problem #1, bug every NPC in Archades until you find their corresponding NPC, receive pine chop in reward, then track down Nameless, Faceless NPC With a Problem #2, etc. etc. until your blood pressure prevents you from seeing the screen properly.
And the most insulting part of it is that through all of it we get information from someone who practically tells us outright, the very first time we meet him, that he plans on selling us out, because he knows Balthier and can get a ton of money from ratting all of us out. This honestly might be my least favorite part of the entire game to play through, and that's saying a whole goddamn lot.
Except.
Except that you actually CAN pay your way out of this quest; it's just really obtuse. Walk into any shop, and upstairs there's a bloke called the chopmaster, who normally doesn't do anything except trade your pine chops for the fancy sandalwood chop. Talk to him, tell him you don't need anything, and talk to him AGAIN and he'll give a long spiel about weeeelllll it's not really allowed BUT I could sell you a pine chop for 20,000. You need twenty-eight of them. And for every one, you have to talk to him twice, wait through his overlong dialogue, and shell out a total of 560,000 gil. And it's still totally, completely worth it.
Oh, and when you get to the central district after all that work? Balthier's already there, after having left your ass as soon as you got into the city, that smug prick. And you know what he tells us? He gave that shady streatear type chops enough for us to get up to Central, and the fucking lowlife cheat pocketed them while we humped the turf bothering assholes in the crowd. All so he could get a leg up in Central and make life difficult for us: by the time we get up there, a heavy guard's been posted on the route to Draklor, and we can't get in without agreeing with fucking Pazuzu here to get dirt on the lab for him to sell. God damned if I am ever seeing that horse's ass again.
Moving. Swiftly. Onward.
We do, at least, have a ride to Draklor lined up. Upon arriving, it seems that the place isn't quite so heavily guarded as we thought; everything's a bit quiet. Turning into the next hall, the reason for this becomes apparent: everyone's dead already. Well that was easy! Our destination is on the top floor, but getting there isn't exactly simple, of course. I mean, just once I'd like to visit an eight story building in a game and not have to turn out every broom closet to get where I was going. Just once...
In keeping with the theme of Archades, Draklor fucking sucks. Every floor is a maze, with two sets of doors throughout: red doors and blue doors. When one set is open, the other is closed. You see where I'm going with this. Getting through requires running blindly around looking for switches to flip that might open the set of doors we need to make it to the next switch, until we run across a keycard or whatever. All the enemies are either boring Imperials or oddballs taken from other areas. Of all things, rats make their first and last reappearance. It is an empty timesink and typing this out took twice as much mental effort, despite defying any attempt to inspire wit or observation. Seriously, alternating, mutually-exclusive sets of doors? People work here! Who would do this?! What if there's a fire?!?
So it is with great pleasure that I introduce a new face. As we arrive at the top floor, a man with dark skin, white hair, and wielding two curved blades (no it's not Drizz't) ambushes Basch and nearly knocks his teeth right in, but after a quick standoff, he apologizes, realizing we aren't with the Imperials. Yes, it seems like the other intruding force was just this fellow. Before introductions can be made, Cid's taunting voice draws him up the stairs to the landing pad.
At the top, we come face to face with the man himself. Let me say right now: I fucking love Cid. He's eternally bombastic, delightfully mad, irrepressibly energetic, his voice acting is top-notch, and he makes for a fun fight. He stands atop the dock stairs, challenging the dark-skinned man, but Balthier cuts in. They exchange some glib commentary as Balthier demands the Dusk Shard, but Cid brushes him off. Something unseen catches his interest, and he chats with the air for a bit. Recognizing Ashe, he challenges her to a fight- a test for the Dusk Shard! Two floating devices float down and hover around him, and he draws two rifles. An intense glow of energy blazes around him, the power of nethicite swirling around the mad scientist who pioneered it. The battle is joined!
Aaaaand it's over all too soon. Really, everything about fighting Cid is fun; his weapons are a joy to watch as they blast away at you, and his running commentary never fails to entertain. The sheer energy that goes into his performance is admirable. But at the end of the day no amount of fancy toys and glittery auras can save the old man from a well-placed knightsword, and he falls to his knees. Our guest with the two swords sees his chance, and leaps through the air to finish him once and for all, but the instant before the blow is struck, he is flung away like a leaf.
Cid takes a moment to thank 'Venat' (pronounced veh-NAH), and in the air beside him appears the spectral creature we spied with Mjrn and Bergan. So maybe the mad scientist isn't quite so mad as he is well-acquainted! Balthier is dumbfounded to see that the 'Venat' he had heard of so often years ago actually existed. He taunts Ashe, bearing the Dusk Shard in one hand and the Midlight Shard in the other. How far will she go for the stones? He knows just how tempting they can be better than anyone, and he casually suggests she head to someplace called 'Giruvegan.' After all, he teases, she just might get a NEW stone there. She calls his ruse as he steps toward a small airship, but he seems not to hear, musing to himself those fateful words: "The reins of history, back in the hands of man." Remembering where he is, he laughs, and announces that he himself is headed to Giruvegan, so if they want to chat anymore they'll just have to chase him down.
After he flies off, our mysterious guest introduces himself as Reddas, a sky pirate, and the scene fades to Ondore's narration once more.
With the Senate purged and dissolved, Vayne holds absolute power, and the military couldn't have been more pleased to have Vayne in command of the inevitable counterattack against Rozarria. Meanwhile, the Resistance, led by Ondore, musters its forces at the borders of Archadian airspace. All the tinder is in place, just waiting for the match.
Ondore stands at the helm of his flagship, the Garland, directing his forces in mock sorties, training for the inevitable. Meanwhile, they track Reddas moving away from Imperial airspace to the port at Balfonheim, apparently with Ashe and the gang in tow. It seems Reddas was trying to pilfer the nethicite from Cid, but I guess we know how that worked out. We get to hear Curly speak! Oh Curly, it's been too long. Why didn't the sequel about you and Supinelu ever emerge? It seems he's confident in the Resistance's ability to go toe-to-toe with the Imperials, and if Curly believes it, then by God that's good enough for me.
At Balfonheim, Ashe finds the port not to her taste; she doesn't like the idea of a city that funds the Resistance without fighting for it, because she's a fucking child that still doesn't understand a goddamn thing about politics. Reddas lets on as much as gently as possible, and she asks if Ondore really is set on war. Lady, I don't really think Ondore has much of a choice at this point. In any case, Reddas points out that it isn't exactly secret by now that his actions got her sprung from the Leviathan, and it won't be long before he has to make a stand on the Empire in some official capacity. Quite frankly, it's amazing this hasn't happened already, what with his leading an airship fleet capable of fighting the Empire just outside their airspace.
We have a short flashback to Reddas meeting with Ondore himself. Ondore is optimistic, thinking that having such a strong fleet might make even Vayne turn to negotiations, but Reddas doesn't believe it's possible as long as Vayne controls the nethicite. All the more reason, Ondore says, for Reddas to try his infiltration plan; with the nethicite in Ondore's hands, the tables would be turned rather completely.
Reddas puts the hammer down: just because he might steal the Midlight Shard doesn't mean he would turn it over to Ondore, or anyone for that matter! Ondore seems upset with Reddas refusal; without the Stone's power, the Resistance will be forced to ally with Rozarria for aid.
Back in the present, the party realizes that this is just what Vayne wants: draw all his enemies to one place, then annihilate them in one stroke with the nethicite, which no force could resist. Balthier makes a good point, though: manufacted nethicite is one thing, but Cid has both the legendary stones with him, and he's not in Archadia at the moment. It seems we'll be setting out to chase him after all.
Fran rouses from her stupor for a moment and starts reading from the Wikipedia page for Giruvegan. It seems it's set somewhere rich in mist, and Reddas thinks it must be the Feywood, in the Jagd Difohr. Considering that Cid spent a good six years disappeared in the Jagd Difohr and returned a changed man with a spectral acquaintance, it seems a good bet.
Everyone runs out except Balthier and Ashe, and the former asks if Reddas might be tagging along; no such luck, as he has another lead to look into. Vaan pokes his head in and tells them to pack their shit and hurry the fuck up. Reddas tells him to let the adults talk and go talk to his cronies, since he had them check up on the Feywood for him. (Already? Reddas already knew where Giruvegan was? Not impossible, but still.) Reddas teases Balthier about Vaan being 'his apprentice,' damaging Balthier's ego irreparably in the process. I like this guy already!
Balthier staggers off to nurse his terrible wound, and before Ashe can leave, Reddas confronts her. He isn't happy hearing about the possibility of more nethicite coming from Giruvegan, and wants to hear her opinion on using the stuff. She's troubled; she knows she needs its power to fight Vayne, yet she's seen how terrible its use can be. Reddas doesn't think she really has, though. He tells her that any discussion of nethicite begins and ends with Nabudis, and the conversation is over.
There are indeed a few of Reddas' special needs pirates with the lowdown on the Feywood awaiting Vaan outside. Well, that does them a bit too much credit; they tell us it's south of Golmore and is rich in mist, which I already knew from the previous conversation and, in fact, from having already been there to farm monster parts. They do mention some sort of trial, the passing of which is necessary to reach Giruvegan beyond, and indeed, there was a path I couldn't traverse before.
Running on out to the Feywood, and the path, previously blocked by a thick current of rushing mist (mist can do anything, shut up), clears up at Ashe's approach as the mist dissipates with a final howl. On cue, Rasler appears and wanders deeper into the snowy wood, beckoning her further.
He could have at least warned us about the boss fight in the next area, the spooky Nabradian git. Thanks to the multitude of status effects at its disposal it managed to annoy me a bit despite my overpoweredness. So! That must have been the trial of the Feywood, which means Giruvegan lies just ahead.
Or not. Turns out the boss was just some overgrown plant; the actual trial of the Feywood is just beyond. Several shrines lie in a snowy field, shaped more or less like gazebos. Standing in the middle, one exit will show an illusory image of a verdant paradise rather than the desolate landscape without, and heading straight out in that direction will lead to another shrine, repeat until you are led right out of the area and to the next. Trying to proceed without using the shrines will result in the old Lost Woods standard of returning you to the entrance of the zone you were in.
Here's what gets me: at the end of the next area, the real trick of entering Giruvegan is a gate that will only open if Belias is summoned and present. That's pretty clever, and, during my first playthrough of this game, was the only time any Esper ever got let out of its pokeball, but what the fuck was the point of the elementary-school shrine puzzle?! In what world is someone capable of besting and commanding a fucking gigas but incapable of solving the most rudimentary riddles presentable, with no penalty for failure? Was that built expressly to troll non-heirs of Raithwall? Could we have shown our Gigas-pass at the gate of the park and be let right in without the wait?
How the fuck did Doctor Cid get through, anyway? Balthier claimed he was missing in the Jagd Difohr for six years, was most of that spent knocking very patiently until Venat got fed the fuck up with the clamor?
Once it's opened by the gigas' presence, the gate to Giruvegan leads... nowhere, it seems. We find ourselves on a high causeway floating in an endless pool of water as clear and still as glass. Fog blocks line of sight beyond any significant distance, but the high domes and spires of a great city stretching from horizon to horizon is visible far beyond the end of the path, sitting out on the water's surface.
Fran remarks on the extreme mist floating around, and Penelo worries that she might flip her shit like back on the Leviathan. Of course, she assures us that that was a one-use plot device, and will never come up again. (She's right.) Balthier seems determined to lie in wait for Cid, believing he hasn't arrived yet. I don't know, Balthier, do you really think we outran the guy who knew exactly how to get here, and took an airship here, while we fucked around getting directions from pirates and hiking here on foot (after hunting marks for a month or two)?
Anyway, Balthier is more concerned about what might happen if they press on than about Cid; he was the only man ever known to travel here and return, and it twisted him up like a corkscrew. Luckily for the plot, Ashe has the big dick of the party, and no one gives a shit what Balthier says; Ashe sets off after yet another vision of Rasler, and Vaan encourages the party to follow.
They do, but Vaan makes the curious mistake of saying "She sees him," to explain her rationale. No one but him should have any idea that Ashe is seeing dead people, nor should he really let on that she is. No one makes any comment, though, so they've probably long accepted Ashe is batshit and long ago resigned themselves to their servitude of the crazy *****. Either that or no one pays any attention to what Vaan says, which is where I've put my money.
It looks like the angry hedge back in the woods wasn't enough of a test for whoever oversees this place, so another (easier) boss battle takes place, and the way is open to... oh. Ooooohhhh NOOOOOOOOOOO!
NOT THIS FUCKING PLACE!!
I'll level with you, I took a looooong break before gathering the strength to tackle this next segment. It's an incredible setpiece, and would be very interesting and awesome to see but for the fact that it's a god damn chore to play through: the Great Crystal.
See, we aren't going to get to see that mysterious, foggy city just beyond our reach. No, the only way forward is a teleporter to some sort of immense cylindrical cavern, slowly working our way across stone terraces and hard-light platforms spiraling a long, loooooong way downward, eventually encircling a shimmering orange crystal of titanic proportions. We're talking a literal mountain-sized crystal, over a kilometer in height, and that's our destination.
Eventually, we reach the third terrace, and another set of green, hard-light platforms reaches out toward the crystal, with another boss fight at the end waiting to be curbstomped. With that out of the way, well, here we are, folks. The Great Crystal itself. Whistle through your teeth at it, take pictures. What? No, I didn't mean GETTING to the crystal was our destination; it's the next dungeon.
Yes, the crystal itself comprises a massive area, honeycombed with dozens of identical platforms crawling with difficult enemies. Progression relies on a number of mild gate-unlocking puzzles. There is no place to resupply, and if you ever have business here, the closest way in our out is the gate crystal waaaaay back at the entrance just after the Feywood. There is no map.
THERE. IS. NO. FUCKING. MAP.
I swear to god, this fucking game.
I'm convinced that after Final Fantasy X, some very proud game designer overheard someone suggest, "Spheres are great and all, but I wish we went back to crystals," and just absolutely lost his fucking sanity. "Crystals?! You want... CRYSTALS, do you?!" he cried, tearing his shirt and hopping up and down. "I'LL GIVE YOU SO MANY CRYSTALS YOU SHIT THEM IN YOUR SLEEP! From stones to halcyons, we'll have magicite crystals, and nethicite crystals, and skystones and memstones and gate crystals and save crystals." At this point the cafeteria was evacuated as he began scratching plans in the tile with a fork and drinking soy by the pint. "We'll have a Sun-Cryst, and a special crystal for every time of the day! Maybe some for meals and holidays! We'll have crystal enemies, and a... crystal... DUNGEON..." he finished, as his eyes widened and a terrible clarity consumed him whole.
Luckily, most of the ire I reserve for the area stems from the many, MANY side-quests that lead to this place; the only mandatory trip here is fairly linear, for whatever that's worth when every room leads to an identical room with numerous exits and no stated goal or direction.
The party works its way downward. At the bottom- which we better fucking hope is our goal, since no one actually has any god damn clue- an immense sphere seems to have formed in the surrounding crystal lattice, and dense mist pours out of it like a gale. The party seems certain it is nethicite. In fact, the entire Great Crystal may be nethicite, for all we know. Penelo worries once more that Fran might go Jason Voorhees on us, but she reiterates, "WHAT PART OF ONE-USE GIMMICK DON'T YOU UNDERSTAND," and the party turns its attention to Ashe, who is salivating openly at the sight of the nethicite. Fran very sarcastically notes that it would be enough nethicite for Ashe to bomb the entire planet to zombie-gnawed cinders, doing her part for once in the party's eternal quest to constantly guilt-trip Ashe for wanting nethicite yet working tirelessly to help her obtain it.
We step through one last tele-pedestal, and arrive in... a building, I guess? It has the architecture of the terrace-steps, but is enclosed. Maybe we're in the city itself. But no time to worry about it; it's an ambush! A bizarre, misshapen creature flies at us in a rage; it's Shemhazai, the Whisperer!
Look, ma'am, no offense but I am so far beyond you that you might as well give up and spare us both the embarrassment. I've already fought an esper that was slightly easier than cutting out my own wisdom teeth with a soup can lid: Chaos, Walker of the Wheel, and he's just itching to meet you.
One humiliating boss battle later, Shemhazai is mine to command, and the last of waaay too many bosses needed to get an audience with the residents of Giruvegan. I mean, I assume this is one of those whole, "Destiny foresaw you would come someday," type deals, so am I really proving my worth, or am I just jerking off some lonely dungeon designer the other Occuria don't talk to?
What's an Occuria? Well, we're about to find out. The party touches one final waystone, and Ashe finds herself alone, floating on a tiny round platform high, high above Giruvegan, the city visible below: dozens of walled, circular districts sitting here and there on the glass-still surface of the water, from horizon to horizon, connected by serpentine highways. Another layer of the same layout floats above the clouds, as high above Ashe as she is above the water, with small floating structures dotting the sky midway between the two.
Ashe can't believe the sight, but a mystic voice greets her with that most angelic of catchphrases, "Be not afraid." A being of the same sort as Venat materializes, and in an androgynous iambic tetrameter, lays out a gameplan for the princess. Ashe really is the chosen one, and Cid wasn't lying: they really do want to give her new nethicite to forge a new Ivalice however she sees fit. But nethicite is a sort of self-serve deal: the Dynast-King's three stones were just tiny shards of a massive hunk of nethicite made for the purpose, the Sun-Cryst.
Ashe can do little more than stammer out her amazement, so the Occuria- called Gerun- presses on. Ages and ages ago, the Occuria thought they might give a little firm guidance to human affairs by granting power to a worthy hume: the Dynast-King, of course. That turned out rather well for about a thousand years, but Ivalice has gone to shit without their influence and they think Ashe is just the lady to succeed her great ancestor. To symbolize the new treaty, they grant her a sword that marks her as the new Dynast-Queen, a symbol of the Occuria's favor and, conveniently enough, a blade able to cut new nethicite shards from the Sun-Cryst.
Oh, and take care of Venat while you're rebuilding your shitsack world. Ashe is confused on that point; she points out that Venat is an Occuria, like them, and the representative speaks in a voice that shakes the platform: Venat is basically the lovechild of Satan and Prometheus. A whole slew of Occuria, of various shapes and colors, materialize around Ashe. Gerun firmly explains that nethicite isn't the sort of thing you want just anyone to have, as evidenced by their not seeing fit to give it out more than once every thousand or more years, and then only to a single person recognized expressly worthy of its use. Venat ran off and started giving its blueprints to madmen, to be used by the most ambitious and ruthless would-be tyrant alive in the world. Part of Ashe's duties in building a better Ivalice, naturally, is to knock off the renegade angel and any trace of knowledge pertaining to the manufacture of more nethicite.
So, that's that: Ashe is Heaven's first-draft pick to clear up all this political bullshit that's been going down and usher in a new thousand-year golden age of Ivalician unity and prosperity, and we've got the tools to do it: nethicite in as little or great an amount as we so choose, a means to destroy that nethicite if we deem it too dangerous or no longer worth keeping around, and a mandate no one on the planet can talk back to! Quick, ask them how to use nethicite in a manner other than "nuke mode!"
Instead of asking how to use nethicite, which I might point out we STILL DON'T KNOW, Ashe gets cold feet instead, choosing the worst possible time to treat the idea of making war on the Empire- a wish she's borne with an almost sexual desire up to this point- with a sudden distaste. The Occuria, with a mix of authority and incredulity, calmly explains that, as immortal, omniscient beings, they've had to step in and stop humanity from destroying itself more times than they care to remember throughout history, more or less as a hobby. Appointing a human champion to take care of these things is just their way of giving history a little nudge in the right direction every now and then. The Occuria, figuring taunting might work where HAVING A FUCKING BRAIN IN YOUR SKULL has clearly failed, conjures up the illusion of Rasler, placing his hand on the Treaty-Blades hilt to guide her, and tells her to avenge her kingdom and claim her birthright.
Ashe's baser impulses sufficiently appealed to, she reluctantly grasps the blade, and a quick flash of light later the Occuria are gone, with the rest of the party filing in around her in their place. They seem to have heard the conversation, despite being unable to take part in it. Vaan is immediately suspicious of their authority by virtue of being a shithead teenager, but no one pays any attention. Basch, though, doesn't trust the Occuria one bit, suddenly believing very firmly that mankind shouldn't take orders from beings beyond their comprehension and orders of magnitude beyond them in experience, wisdom and power. Furthermore, he thinks destroying the Empire outright might be going a bit too far.
I hasten to point out that they don't have to do that; they just have to defeat their military, which they should easily be able to do now. In fact, the Occuria will likely be pleased as long as Venat is dealt with and no more nethicite is being made by humans, with anything beyond that left up to Ashe's volition.
But no, everyone immediately determines that the Occuria are shady no-goodniks, despite their previous interactions of this nature resulting in the greatest golden age the world ever experienced.
Penelo points out that we came here expecting to find Cid, but Balthier sardonically states what the audience likely figured out back at Draklor: he never intended to come here; he was just baiting us into coming ourselves, certainly to facilitate this very meeting.
What's more mysterious is his motive for doing so. Cid is 100% behind Vayne and his ambitions, and just led his worst enemies into ludicrous power. He conjectures that the good doctor might just want to see what happens when you give nethicite to two sides of a war, but that seems more Larsa's style than Cid's. More than anything, Balthier just seems dazed and upset that his father really had been chatting up a real-live Occuria all those years, after he had come to terms with his father simply being looney tunes and a total asshole. Ashe decides we might as well seek out the Sun-Cryst before deciding a course of action, essentially pleading "just the tip!" to the nay-sayers in the party. I'm on to you, princess! And I'm not the only one.
The scene skips over to Archades, as the brothers Solidor converse. Judge Gabranth looks on as Larsa pleads with Vayne to bury the hatchet with Dalmasca and let Ashe take her throne back; he seems to think it's the best way to settle down the Resistance and the Rozarrians, a grand gesture to avert the looming war. Vayne is pessimistic, pointing out that Ashe herself wants the war as much as anyone. Which, I mean, is totally a fair assessment. Larsa argues that she wouldn't care to war with them if she already had her throne back, but they break down to a short squabble. Vayne gets a light bulb, and, likely as a way to end the discussion more than anything, tells Gabranth to find the woman herself and just ask the crazy ***** if she wants to rumble or not.
Well that's certainly straightforward. Gabranth wants to know if he should go ahead and shishkebab her if the 8-Ball turns up "War," but Larsa simply states that it won't come to that and sends him on his way. I'd tell Larsa this is a fine fucking time for a hefty, one-time bonus to find its way to Gabranth with Larsa's name on the receipt if he wants to get this question settled the quick and easy way, but Vayne's plan- sending a dangerous warrior to your worst enemy, to ask them if they wanna go- is so likely to end in a tragic misunderstanding that Larsa probably took a big step towards becoming a man the moment he heard it. The little lord excuses himself to sort through the strange mix of feelings that come from witnessing a troll more masterful than himself.
Cid, who until this point has been twitching and muttering to himself like a collected, reasonable individual in the background, struts up to Vayne and remarks how unlikely it is that such a sweet kid could be the brother of such a sinister asshole. Vayne takes this as a compliment, but while he is ruthless, it seems he isn't remorseless; he admires his brother's nobility, naïve though it may be.
Cid gets a message from Venat, and is happy to report that Ashe has "taken the bait." Vayne, too, seems to be counting on the party having their meeting with the Occuria, though they don't yet tip their hand to the audience as to why. Cid takes a moment to gloat, trivializing the Occuria and their nethicite. Vayne isn't amused, though; as he says, they had to "conquer two kingdoms so he could study those 'baubles.'" But Cid brushes him off, thinking his work with manufacted nethicite well worth it. He calls upon Venat to stroke his ego further, and she complies, appearing personally to praise his work and the incredible speed with which he undertook it. Cid points out that humans don't have thousands of years to spend on their pet projects like the Occuria, and Vayne agrees; if they had time to piss away, Vayne would rather not have spent it starting wars and building superweapons. Cid tells him to cheer the fuck up: taking the reins of history back (in the hands of man!) from the Occuria was never going to be easy. Venat concurs, mocking the idea of Gerun and the others appointing themselves curators of the world's events.
(This is about as close we get to a motivation for Venat; it seems that everything it does simply is to rebel and spite the other Occuria. Whether or not he actually cares about humanity or just wants to service his epic beef is an open question, but I know where my money lies...)
Vayne can only hope their optimism isn't unfounded, though; he's more than ready for all the bloodshed and destruction he's responsible for to start paying their long-overdue dividends.
To be continued.